È9ºu  DIRECTIONAL LIGHTPROBE_SHVERTEXLIGHT_ONF2#ifdef VERTEX #version 300 es #define HLSLCC_ENABLE_UNIFORM_BUFFERS 1 #if HLSLCC_ENABLE_UNIFORM_BUFFERS #define UNITY_UNIFORM #else #define UNITY_UNIFORM uniform #endif #define UNITY_SUPPORTS_UNIFORM_LOCATION 1 #if UNITY_SUPPORTS_UNIFORM_LOCATION #define UNITY_LOCATION(x) layout(location = x) #define UNITY_BINDING(x) layout(binding = x, std140) #else #define UNITY_LOCATION(x) #define UNITY_BINDING(x) layout(std140) #endif uniform vec3 _WorldSpaceCameraPos; uniform vec4 _ScreenParams; uniform vec4 unity_4LightPosX0; uniform vec4 unity_4LightPosY0; uniform vec4 unity_4LightPosZ0; uniform mediump vec4 unity_4LightAtten0; uniform mediump vec4 unity_LightColor[8]; uniform mediump vec4 unity_SHBr; uniform mediump vec4 unity_SHBg; uniform mediump vec4 unity_SHBb; uniform mediump vec4 unity_SHC; uniform vec4 hlslcc_mtx4x4unity_ObjectToWorld[4]; uniform vec4 hlslcc_mtx4x4unity_WorldToObject[4]; uniform vec4 unity_WorldTransformParams; uniform vec4 hlslcc_mtx4x4glstate_matrix_projection[4]; uniform vec4 hlslcc_mtx4x4unity_MatrixVP[4]; uniform float _FaceDilate; uniform vec4 hlslcc_mtx4x4_EnvMatrix[4]; uniform float _WeightNormal; uniform float _WeightBold; uniform float _ScaleRatioA; uniform float _VertexOffsetX; uniform float _VertexOffsetY; uniform float _GradientScale; uniform float _ScaleX; uniform float _ScaleY; uniform float _PerspectiveFilter; uniform float _Sharpness; uniform vec4 _MainTex_ST; uniform vec4 _FaceTex_ST; uniform vec4 _OutlineTex_ST; in highp vec4 in_POSITION0; in highp vec4 in_TANGENT0; in highp vec3 in_NORMAL0; in highp vec4 in_TEXCOORD0; in highp vec4 in_TEXCOORD1; in mediump vec4 in_COLOR0; out highp vec4 vs_TEXCOORD0; out highp vec2 vs_TEXCOORD1; out highp vec2 vs_TEXCOORD5; out highp vec4 vs_TEXCOORD2; out highp vec4 vs_TEXCOORD3; out highp vec4 vs_TEXCOORD4; out mediump vec4 vs_COLOR0; highp vec3 vs_TEXCOORD6; out mediump vec3 vs_TEXCOORD7; vec4 u_xlat0; int u_xlati0; vec4 u_xlat1; mediump vec4 u_xlat16_1; vec4 u_xlat2; vec4 u_xlat3; vec4 u_xlat4; mediump vec3 u_xlat16_5; mediump vec3 u_xlat16_6; int u_xlati7; vec3 u_xlat9; float u_xlat21; bool u_xlatb21; float u_xlat22; void main() { u_xlat0.xy = in_POSITION0.xy + vec2(_VertexOffsetX, _VertexOffsetY); u_xlat1 = u_xlat0.yyyy * hlslcc_mtx4x4unity_ObjectToWorld[1]; u_xlat1 = hlslcc_mtx4x4unity_ObjectToWorld[0] * u_xlat0.xxxx + u_xlat1; u_xlat1 = hlslcc_mtx4x4unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat1; u_xlat2 = u_xlat1 + hlslcc_mtx4x4unity_ObjectToWorld[3]; u_xlat1.xyz = hlslcc_mtx4x4unity_ObjectToWorld[3].xyz * in_POSITION0.www + u_xlat1.xyz; u_xlat3 = u_xlat2.yyyy * hlslcc_mtx4x4unity_MatrixVP[1]; u_xlat3 = hlslcc_mtx4x4unity_MatrixVP[0] * u_xlat2.xxxx + u_xlat3; u_xlat3 = hlslcc_mtx4x4unity_MatrixVP[2] * u_xlat2.zzzz + u_xlat3; gl_Position = hlslcc_mtx4x4unity_MatrixVP[3] * u_xlat2.wwww + u_xlat3; vs_TEXCOORD0.xy = in_TEXCOORD0.xy * _MainTex_ST.xy + _MainTex_ST.zw; vs_TEXCOORD0.zw = in_TEXCOORD1.xy * _FaceTex_ST.xy + _FaceTex_ST.zw; u_xlatb21 = 0.0>=in_TEXCOORD0.w; u_xlat21 = u_xlatb21 ? 1.0 : float(0.0); u_xlat22 = (-_WeightNormal) + _WeightBold; u_xlat21 = u_xlat21 * u_xlat22 + _WeightNormal; u_xlat21 = u_xlat21 * 0.25 + _FaceDilate; u_xlat21 = u_xlat21 * _ScaleRatioA; vs_TEXCOORD5.x = u_xlat21 * 0.5; u_xlat21 = u_xlat2.y * hlslcc_mtx4x4unity_MatrixVP[1].w; u_xlat21 = hlslcc_mtx4x4unity_MatrixVP[0].w * u_xlat2.x + u_xlat21; u_xlat21 = hlslcc_mtx4x4unity_MatrixVP[2].w * u_xlat2.z + u_xlat21; u_xlat21 = hlslcc_mtx4x4unity_MatrixVP[3].w * u_xlat2.w + u_xlat21; u_xlat2.xy = _ScreenParams.yy * hlslcc_mtx4x4glstate_matrix_projection[1].xy; u_xlat2.xy = hlslcc_mtx4x4glstate_matrix_projection[0].xy * _ScreenParams.xx + u_xlat2.xy; u_xlat2.xy = u_xlat2.xy * vec2(_ScaleX, _ScaleY); u_xlat2.xy = vec2(u_xlat21) / u_xlat2.xy; u_xlat21 = dot(u_xlat2.xy, u_xlat2.xy); u_xlat21 = inversesqrt(u_xlat21); u_xlat22 = abs(in_TEXCOORD0.w) * _GradientScale; u_xlat2.x = _Sharpness + 1.0; u_xlat22 = u_xlat22 * u_xlat2.x; u_xlat2.x = u_xlat21 * u_xlat22; u_xlat9.x = (-_PerspectiveFilter) + 1.0; u_xlat2.x = u_xlat9.x * u_xlat2.x; u_xlat21 = u_xlat21 * u_xlat22 + (-u_xlat2.x); u_xlat9.xyz = _WorldSpaceCameraPos.yyy * hlslcc_mtx4x4unity_WorldToObject[1].xyz; u_xlat9.xyz = hlslcc_mtx4x4unity_WorldToObject[0].xyz * _WorldSpaceCameraPos.xxx + u_xlat9.xyz; u_xlat9.xyz = hlslcc_mtx4x4unity_WorldToObject[2].xyz * _WorldSpaceCameraPos.zzz + u_xlat9.xyz; u_xlat9.xyz = u_xlat9.xyz + hlslcc_mtx4x4unity_WorldToObject[3].xyz; u_xlat0.z = in_POSITION0.z; u_xlat0.xyz = (-u_xlat0.xyz) + u_xlat9.xyz; u_xlat0.x = dot(in_NORMAL0.xyz, u_xlat0.xyz); u_xlati7 = int((0.0